Medieval v1.7. Contents INTRODUCTION 1. GAME COMPONENTS. 1.6 changes in red, 1.7 changes in turquoise

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1 Medieval v changes in red, 1.7 changes in turquoise Contents INTRODUCTION GAME COMPONENTS GAME END & VICTORY CONDITIONS PREPARE FOR PLAY TRADING AND GIVING GENERAL COURSE OF PLAY POWERS AND CONTROL THE MONGOLS POPE CARDS KNIGHTS OF CHRIST ADDITIONAL ACTION CARDS ATTACK OPTIONAL RULES Notes on Powers INTRODUCTION Medieval is a game for 3 to 5 players, very loosely covering the events, situations, and rivalries of the 13th century. Medieval uses a system where not all of the game map is in play at the start. The 13th century saw the Papacy at the peak of its power, the Holy Roman Empire struggling to remain cohesive, England under the turmoil of baronial revolts, the emergence of monarchial France, the Teutonic Knights looking to extend their powers, Venice controlling the seas of the Mediterranean, Spain continuing the Reconquista, while Islam started its rejuvenation process under the Mameluks. And then there were the Mongols! Each player takes the role of a cabal that controls several medieval powers and tries to gain control over as many Powers and their Provinces as possible. AVERAGE PLAYING TIME: 2 hours 1. GAME COMPONENTS Each copy of Medieval includes: Two six sided dice (one red, one white) 50 Wooden playing pieces 130 cards

2 die cut counters Play money in 1 Florin, 5 Florin and 10 Florin denominations 5 Player aid tiles One Rules Booklet One Player Aid Card 10 Double sided map tiles One 21 x 31 Hard mounted board <Game Component images> If any of these parts are missing or damaged, we apologize for the inconvenience and ask that you contact us to receive any replacement parts needed. Please send your correspondence to: HGN Games <some kind of address goes here> 1.1 The Rules Each major section of the rules is assigned a whole number (1.0, 2.0,...). Subordinate rules are assigned a corresponding number to the right of the decimal place. For example: 2.1, 2.2,... under rule 2.0. This system allows quick and easy cross referencing of rules. 1.2 The Map The map shows Europe, the Middle East and North Africa as it appeared in the first half of the 13th century. The map is divided into Map Areas. Sections of the map are covered by map tiles These map tiles hide Map Areas that begin the game out of play. The map is further sub divided into Provinces and Naval Areas. Each Province has an Income value (in Florins) that the controlling player uses when collecting Income. The Income value is also the number of Victory Points the Province is worth. The map is also divided into Powers that initially control the Provinces. Some Powers contain only one Province (e.g., Hungary); many have two or more Provinces (e.g., The Holy Roman Empire) SARDINIA AND CORSICA: The islands of Sardinia and Corsica are a single, independent Province. They are not a Power, and they have no Power Card. They do provide Income to whoever controls them. DESIGN NOTE: In the timeframe the game starts, they were not controlled by any power represented in the game THE PAPAL STATES: No player may ever control the Papal States. Passage for an Attack may never be traced though or into the Papal States (see Optional Rule 12.2). 1.3 NAVAL AREAS: A Naval Area is a contiguous sea section of a Map Area. If a given Map Area contains two or more sea areas that are totally separated from each other by land Provinces, each is a Naval Area. Example: in Map Area 2B there are two Naval Areas. One is off the southern coast of France, and the other is off of the coast of Venice. 1.3 The Wooden Bits Each player gets wooden pieces in their chosen color. They are used to indicate who controls a Province on the map.

3 1.4 The Cardboard Counters These are used to denote certain statuses, such as Excommunicated, Heresy, etc. Use these as needed and described in the rules. 1.5 The Cards Medieval includes 130 cards, divided into two types: Map and Action MAP CARDS: By drawing one of these cards, a player removes one of the Map Tiles from the board, exposing Provinces and/or Naval Areas. These are now legal Provinces and/or Naval Areas for play ACTION CARDS: These cards provide the players with things they must/may use and/or do during their turn. Power Cards are a subset of Action Cards. Power Cards represent the various Powers that existed in Europe, the Middle East, and North Africa at the time of the game. A number of the Power Cards will be chosen during the initial set up and will not become part of the Deck (see 3.2). 1.6 The Dice The game uses one or two six sided dice or different colors. If only one die is rolled, that is listed as 1d6. If both dice are used, they are either read consecutively, colored die first (d66), or totaled (2d6). 1.7 Game Tables Medieval uses the Powers Table and the Leader Table for various functions during the game; see the Player Aid Card POWERS TABLE: If a dice roll (d66) on the Powers Table indicates a Power that is not controlled by a player or is a Knights of Christ Power (see 9.2.5), move one row up on the table to the next Power. If that Power is not controlled by a player or is a Knights of Christ Power, continue to move one row up on the table until a player controlled Power, that is not a Knights of Christ Power, is reached. If the top of the table is reached without selecting a player controlled Power, that is not a Knights of Christ Power, move to the bottom of the table checking that Power and then moving up from there as needed LEADER TABLE: Is used to determine the Ruler Rating of the new ruler of a Power when the old ruler dies or is replaced. 1.8 The Game s Currency Medieval uses the Golden Florin as its currency. Players collect Income from the bank in one of three ways: When they undertake Income Collection (see 5.4). When they initially gain control of a Power (see 3.4 and 6.3). In this case they immediately receive the Start Florins per the card. When a Pope card is played all Knights of Christ controlled Provinces receive the Province s income (see 9.2). All Florins not held by players is the bank. Players may keep their available money secret from other players and hide their play money. HISTORICAL NOTE: The Florin (Latin: florenus) was introduced in It was first coined in Florence but became universally used in Europe. In Germany, it was known as the Gulden or Goldgulden. 2. GAME END & VICTORY CONDITIONS

4 When the game is over, the winner is determined. 2.1 Game End The length of the game is determined by the Mongol Cards (see 7.0). When the last Mongol card is played the game ends immediately. 2.2 Who wins? The winner is the player with the most Victory Points (VPs). VPs are determined solely by control of Provinces/Powers at the end of the game. VPs do not accumulate from turn to turn. A player earns VPs equal to the Income Value of each Province they control, including those Knights of Christ Provinces controlled by the player. If a player controls all Provinces of a multi Province Power (e.g., France, but not Hungary), they add 1 VP to their total for each such Power. A player does not get the 1 VP if any Province of a Power is still under a Map Tile or a Mongol Tile. MARKERS: Civil War, Heresy, Excommunication, Disaster have no effect on Victory. 3. PREPARE FOR PLAY 3.1 Prepare the Map and Map Deck Place the Map Tiles over the marked sections of the board. Take the Map Cards, shuffle them, and set them facedown. This will be the Map Deck. 3.2 Select Starting Powers Remove the 13 Power Cards with Power Strength ratings of 4 and 3 (players can choose from the Powers with a Power Strength rating of 2 if they really want to, but we don t recommend it) from the Action Deck and place them face up in front of all players. All Power Cards with Power Strengths of 1 are set aside for now. Each player will start the game with either: two Powers (in a 4 or 5 player game), or three Powers (in a 3 player game) of their choice DETERMINE SELECTION ORDER: Each player places one of their control markers in a cup. One marker is drawn at random to determine who selects first. After that, selection goes around the table, clockwise, one Power at a time, in Reverse Draft format. (That means, in a 4 player game, choices will be made in the following player order: ; in a 3 player game it would be ) SELECTION RESTRICTIONS: Players may select any Power that does not share a border with a Power they have previously selected, unless no other Power is available. For example, a player may not select both Spain and the Almoravids (who control Spain 3A) DISPLAY POWERS: The players take the Power Cards for each of the Powers they have selected, displaying them, face up in front of them. 3.3 Place Control Markers Players place their control markers in each of the Provinces they control. They control all Provinces of the Powers for which they have cards and that have map sections in play.

5 EXAMPLE: If a player picked France they would place a control marker on map card 2A and 2B. England controls the French Province on 1B (see below) and map card 1A is not yet in play AT START SITUATION: England controls the 1B Province of France at the start of the game. The Almoravids control Spain s 3A Province. France and Spain, as Powers, are still controlled by the player who chooses them initially and has the Power Card. If they are not chosen, the Control rules (see 5.3) apply. 3.4 Distribute at Start Income The players now get Florins from the bank equal to the Start Florins of each Power for which they have a card, as stated on the Power Card. 3.5 Prepare the Action Deck The remaining Power Cards are placed into the Action Deck, which is now shuffled thoroughly and placed face down on the table. 3.6 Deal Action Cards Each player is now dealt four (4) Action Cards, which they hold in their hand (unrevealed for now). 3.7 Determine Player Order Each player places one of their control markers in a cup. One marker is drawn at random to determine who goes first. Play continues clockwise around the table, with each player undertaking a Player Turn. This player order is in effect until the end of the game. 4. TRADING AND GIVING 4.1 Trading and Giving Players may trade or give the following items to each other: Florins, non mandatory Action Cards held in a player s hand (including Power Cards), passage through their Provinces to conduct an Attack, and Provinces they control but do not control the corresponding Power Card. Provinces controlled by a player who controls the corresponding Power Card in play may never be traded or given, nor may Power Cards that are controlled ACTION CARDS: A player may only trade, give, or receive one Action Card during their Player Turn WHO CAN TRADE/GIVE: At least one of the players in a trade or giving/receiving MUST be the player whose Player Turn is in progress. Trading/giving may be discussed freely by players, providing the player whose turn is in progress is not impeded any way ENFORCIBILITY: Once Florins, Action Cards, or Provinces are exchanged, or a player is given passage through territory during an attack, the exchange/passage is final. Trades involving promises to take future actions are not enforceable. EXAMPLE: Fred offers Ginger 5 Florins for a Spies card. If Ginger agrees, the trade MUST be done. However, if Fred had offered Ginger 5 Florins for her promise to play a Pope card for a Crusade, Ginger is not bound (by anything but honor) to play the card as agreed. 5.0 GENERAL COURSE OF PLAY 5.1 Sequence of Play (The Player Turn)

6 A. Map Card Selection. The player may, if they wish, draw the top card from the Map Deck. They must immediately uncover the Map Tile from that section of the map. A player does not have to draw a card from the Map Deck. If they do, their Actions are restricted in Phase D (Action Phase). B. Mandatory Card Phase. The player must play all Mandatory Cards they drew last turn in Phase E (see 5.2). C. Collect Income Phase. The player may collect income. If a player collects income, that player skips Phase D (Action Phase) and proceeds directly to Phase E (Draw Action Cards). The player collects Income from their Provinces, per 5.4. The player also removes any Disaster markers from their Powers. D. Action Phase. The player may play action cards and launch attacks in any order they wish. For example, they may (if eligible to launch two attacks this turn, see Launch Attacks below): Play action cards. Play action cards and launch one or two attacks. Play action cards, launch one or two attacks, and then play action cards. Play action cards, launch one attack, play action cards, and then launch another attack. Play action cards, launch one attack, play action cards, launch another attack, and play action cards. Launch one or two attacks. Launch one or two attacks and play action cards. Launch one attack, play actions cards, and then launch another attack. Launch one attack, play action cards, launch another attack, and then play action cards. Play Action Cards: The player may play, and resolve, as many Action Cards as they wish (and have). When a Power Card is played, see for who will control the Power. They may also discard as many cards as they wish, except for Power cards. As an exception, a player may discard a Power Card if all of its Provinces are covered by Mongol tiles. If they have undertaken Phase A, they may not play a Pope Card (4.3). After the play of a non Power Action Card is resolved, it is placed in a discard pile. Launch Attacks: The player may launch one or two Attacks (**) against an enemy Province per Player Turn. If they have undertaken Phase A, they may launch only one Attack. Each Power may only launch one Attack per Player Turn; in order to Attack twice, each Attack must be with a different Power. ** = The term Attack includes attacking with your Powers, any Knights of Christ Attack (see 9.1), or any attempt to end a Civil War (see 10.3) or Heresy (see 10.5). Crusades do not count as an attack (see 8.2), but a Power that is committed to a Crusade cannot Attack during that Player Turn. E. Draw Action Cards. The player draws enough Action Cards so that they have four cards in their hand to end their Player Turn. If they already have four, they may not draw any. When a player draws a Mongol card, it must be played immediately after a player has completed drawing Action Cards. Note that the first three Mongols cards played are not resolved. After the third Mongol card is played, those three cards are shuffled into the deck. Another card is not drawn to replace this card until the player s next Phase E. Maximum hand size is five cards, but a player may have more than four cards in their hand if they acquire a card as part of a trade (see 4.1). If a player has five cards during this phase, that player must discard one. Power Cards cannot be discarded. When the player is finished, the turn passes to the player to their left, and that player undertakes a Player Turn. This continues until the game is over (see 5.5). 5.2 Action Cards

7 There are three types of action cards, Mandatory, Non Mandatory, and Power MANDATORY CARDS: Certain cards (Change of Ruler, Mongols, and Disaster) must be played in the Mandatory Card Phase. Play of a Mandatory Card in Phase B has no effect on what the player may do in Phase D. If a player must play more than one of these, the player may play them in any order NON MANDATORY CARDS: Cards not marked as Mandatory may be held in a player s hand and played at any time during the Action Phase (Phase D) of their turn, with these exceptions: Deus ex Machina may be played at any time. Assassin may be played to cancel a Spies Card. Spies may be played to look at the next Map Card prior to the decision to draw a Map Card in Phase A. A player may commit a Knights of Christ Card to defend against a Mongol attack, to support a Catholic Power attacked by a Pagan or Islamic Power, to support a Crusade, or as a Power in a Crusade. Any cards that influence a die roll (such as cards that add to the combat die roll) must be played prior to the die roll POWER CARDS: Power Cards that were not chosen by the players during game setup may be held in a player s hand and played at any time during the Action Phase (Phase D) of their turn DISCARDING: Non Mandatory Cards may be discarded without playing them, during a player s Action Phase (Phase D). A Power Card may never be discarded; it must be played or kept in a player s hand USED ACTION CARDS: Played and Discarded Action Cards are out of the game and are placed in a separate pile. 5.3 Map Cards During the Map Card Selection Phase (Phase A) a player may draw the top card from the face down Map Deck. If they draw a card from the Map Deck, they must immediately remove the Map Tile from the Map Area depicted on the card. A player who chooses to draw and play a Map Card: may not play a Pope Card during their Player Turn. may launch only one Attack during their Player Turn. 5.4 Collect Income A Player collects income from the bank for each Province they control, with some exceptions (see 5.4.2); they do not have to control the Power to collect Florins from the Province. Each Province generates Income equal to the Income value of the Province, as listed on the Map. Thus, the player who controls France 1A gets 2 Florins, 2A brings in 4 Florins, etc. Provinces controlled by Knights of Christ only generate income when a Pope card is played DISASTER: Collecting Income in Phase C removes Disaster markers (see 10.7) for all Powers controlled by that Player POWER STATUS: Powers with Civil War provide no income (see 10.3) PROVINCE STATUS: Provinces with Heresy provide no income (see 10.5). 6. POWERS AND CONTROL

8 6.1 Powers There are 27 Powers in Medieval, each represented by a Power Card and one or more Provinces on the map. Each Power Card indicates the: Number of Florins gained by the Player who first gets Control of that Power (see 6.3). Income each of its Provinces provides. Ruler Rating at the start of the game (see 6.4). Army Strength (see 6.5). Navy Strength (see 6.6); a No means it may never trace a route through a Naval Area (see ). Power s dominant Religion: Catholic, Eastern Orthodox (both Greek and Russian), Islam, or Pagan PLAYING POWER CARDS: Power cards that are drawn as Action cards may be held in the player s hand for play as part of any subsequent Action Phase (Phase D). When a Power card is played it is placed in front of a player, face up. Which player it is placed in front of is covered in PROVINCES: Some Powers contain one Province (e.g., Hungary); some powers are made up of more than one Province (e.g., France). Exception: The Latin Kingdom has two, separate Provinces on 3D: Thrace and Armenia AT START PROVINCES OF FRANCE AND SPAIN FRANCE: The northeastern French Province starts under English control and is treated as an English home Province for all game purposes until it comes under the control of the player who owns the France power card. At that point it is treated as a French home Province for the remainder of the game SPAIN: The southern Spanish Province starts under Almavorid control and is treated as an Almavorid home Province for all game purposes until it comes under the control of the player who owns the Spain power card. At that point it is treated as a Spanish home Province for the remainder of the game. 6.2 Provincial Control Control of a Province gives the player who is in Control: the Income in Florins from that Province, per 5.4, regardless of which Power originally controlled it. possible control of the Power, per 6.3. Provincial control does not allow a player to Attack; only control of a Power allows that. A player who controls a Province without owning the Power card, may still Defend; see GAINING CONTROL: A player may gain control of a Province by: 1. starting the game in Control of that Province. At the start of the game a player controls all Provinces of the Power they have chosen for which there is a Map Card in play. EXAMPLE: A player starting the game controlling Russia would start with control of all Russian Provinces not covered by Map Tiles. However, as the eastern Provinces of Russia are under Map Tiles are not yet in play, that player does not control those Provinces yet, even though they control Russia as a Power. 2. removal of a Map Tile. If a Map Tile is removed and a player controls a Power (see 6.3) with newly revealed Provinces, they immediately gain control of any newly revealed Provinces of that Power.

9 EXAMPLE: Ginger controls Russia and another player draws Map Card 1E. After the Map Tile is removed, Ginger places her control marker in the newly revealed Russian Province, as she now controls that Province. 3. attacking that Province and winning the Attack (see 11.6). Use the Control Markers to indicate Control of individual Provinces. Provinces without a Control Marker are not controlled by anyone. 6.3 Power Control Control of a Power entitles the controlling player to use that Power s Army and Navy strength/capability. PLAY NOTE: Control of a Power provides military capability; control of an individual Province provides Florins. The two are sometimes separate, in that Fred may control France as a Power, while Ginger controls France s northeastern Province. Control of a Power is always indicated by who has the Power Card. If no player has the card for the Power, no one controls that Power, even if all of its individual Provinces are controlled DETERMINING POWER CONTROL WHEN A POWER CARD IS PLAYED: To determine who controls a Power when a Power Card is player as an Action Card, see the cases below. 1. If at least one Province that is not under a Map or Mongol Tile of the Power is uncontrolled, the player who played the card gains control of the Power. EXAMPLE: Fred draws and plays the Power card for Serbia. Ginger controls the Serbian 3C Province, but Serbia 2C is not controlled by anyone. Therefore, Fred gains Control of Serbia, places a control marker in its 2C Province, and collects the Start Florins for Serbia. 2. If a player controls all of that Power s Provinces that are not under a Map or Mongol Tile, the Power Card is given to that player. EXAMPLE: Fred plays the Latin Kingdom Power Card. Map areas 3D and 4D are not currently under a Map Tile, and Ginger controls the Latin Kingdom Provinces. Map area 3C is still under a Map Tile, so the lack of control of the Latin Kingdom Province in area 3C is not an issue in determining who gets the Power card. The Power Card goes to Ginger, who now places a control marker in all Latin Kingdom Province not under a Map Tile, and collects the Start Florins listed on the Latin Kingdom Power Card. 3. If all Provinces not under a Map Tile are controlled by different players, the Power Card is placed on the table as uncontrolled. It goes to whomever satisfies case 2 first. After Control is determined, the newly controlling player indicates their Control by placing the Power Card in front of them, places Control Markers in all of that Power s uncontrolled Provinces that are not currently under a Map Tile, and collects the Start Florins listed on the Power Card. A newly acquired Power Card can be used by the player to attack in that Player Turn, as long as the player has not already made two attacks or one attack if they drew a map card LOSING CONTROL OF A POWER CARD: A player loses control of a Power when they lose control of all of the Provinces of that Power that are not under a Map or Mongol Tile. If a single player controls all of the Power s Provinces that are not under a Map or Mongol Tile, that player gains control of the Power. Otherwise, the Power Card is placed out on the table and the first player to control all of the Provinces of that Power that are not under a Map Tile gets control of the Power. In either case, the player does not collect the Start Florins.

10 A newly acquired Power Card can be used by the player to attack in that Player Turn, as long as the player has not already made two attacks or one attack if they drew a map card. 6.4 Ruler Ratings Ruler ratings are applied as a die roll modifier when resolving Attacks (see 11.3; but not during Naval interception), Crusades (see 8.2), and fighting Civil Wars (see 10.3). Powers begin with a Ruler who is either Normal (0), exceptionally Good (+1 rating), or dismally Bad ( 1 rating) RULER MARKERS: Rulers can change by losing a Civil War (see 10.3), by a successful Assassin (see 10.2), or a Change of Ruler event (see 10.8). When a ruler rating changes from the one listed on the Power Card, use a Ruler marker to indicate the new rating RULER CHANGE: If a ruler change is required, roll one die (1d6) and consult the Leader Table. The result is the new ruler s rating RULERS IN DEFENSE: The Defender only applies their Ruler Rating in defense if they control the Power Card associated with the Province under attack. For example, even though Fred used Russia to conquer a Polish Province, Fred cannot use Russia s Leader when defending the Polish Province. Only the Polish Ruler can defend a Polish Province and a player would need to control Poland s Power Card to use the Polish Ruler NO POWER CARD IN PLAY: If an uncontrolled Province is attacked and the Power Card is not yet controlled by a player, the Ruler Rating of the defending Province is Normal (0) AT START CONTROL EXCEPTION: England and the Almoravids use their Ruler Rating to defend the foreign Provinces they control at the start of the game (the 1B Province of France and the 3A Province of Spain, respectively). 6.5 Army Strength Every Power has an Army Strength that represents its military might. The Army Strength is applied as a die roll modifier when resolving Attacks (see 11.3), Crusades (see 8.2), and fighting Civil Wars (see 10.3). Thus, a +1, means that the Power has an Army Strength die roll modifier of +1, regardless of whether it is attacking or defending. The Defender may only use his Army Strength if he controls the Power Card associated with the Province under attack. If the target Province is uncontrolled or the controlling player does not also control the Power card for that Province, the Army Strength of the Province is zero (0). EXAMPLE: Fred uses Russia to attack a province of Poland. Poland belongs to Ginger but that player does not control the Power Card for that Province. The Army Strength of the Polish Province is AT START CONTROL EXCEPTION: England and the Almoravids use their Army Strength to defend the foreign Provinces they control at the start of the game (the 1B Province of France and the 3A Province of Spain, respectively). 6.6 Navy Strength Every Power has a Navy Strength that represents is naval capability. Some Powers have a Navy Strength of No, these can never trace a route for an Attack through a Naval Area or intercept another player s Attack tracing a route through a Naval Area. The Navy Strength is applied as a die roll modifier when resolving Naval interception (see 11.3). 6.7 Religion Each card lists the Power s religion. Below is a summary of the Religion rules found in the game:

11 Only a Catholic Power may use a Knights of Christ card (see 9.0). Only a Catholic Power may go on a Crusade (see 8.2). Only a Catholic Power may be excommunicated (see 8.3). Only a Catholic Province may suffer Heresy (see 10.5). Only an Islamic Power may use the Jihad card (see 10.4). Only Provinces of a Catholic and Eastern Orthodox Power may be the target of a Jihad (see 10.4). Only Provinces of a Pagan Power and those of the Kingdom of Jerusalem, Cyprus, Rhodes, or Malta (all marked with an X symbol on the map) may be attacked by a Knights of Christ card (see 10.1). The religion of a Province is defined by its Power Card for all game purposes, with the exception that a Province with a Knights of Christ marker is always Catholic, regardless of the religion of the Power Card. 7. THE MONGOLS 7.1 The Mongols Arrive There is no Mongol player; the Mongols arrive as mandatory Action Cards. The first three Mongol Cards that are played are treated as No Event. The first two Mongol Cards are set aside and when the third Mongol Card is played, all three Mongol Cards are shuffled back into the Action Deck. From this point on, any played Mongol Card is resolved per The Mongols Destroy The Mongols are controlled by the player who played the card. The player must use them to attack any one Map Area of their choice that is not covered by a Map Tile or a Mongol Tile, on the easternmost edge of the map. This attack is resolved immediately when the card is played. Playing a Mongol Card does not count as an attack by that player. Easternmost refers to any Map Area that makes up the eastern edge of the map not covered by a Map Tile or a Mongol Tile, and whose entire eastern side of the Map Area is uncovered. EXAMPLE: When all Map Areas are uncovered and in play, 4D is not an easternmost edge area, because 3F covers part of its eastern edge. If 3F were to be destroyed by the Mongols, or was still covered, 4D (and 3D) would both be easternmost edge areas ATTACK PROCEDURE: To resolve a Mongol attack against a Map Area, the player who played the Mongol Card rolls one die (1d6) for the Mongols; the player to their left rolls one die (1d6) for the defending Map Area (see Mongol Defense Rating below). Militia and Rulers are not used MONGOL ATTACK STRENGTH: The Mongol Attack Strength is always a plus five (+5) die roll modifier MONGOL DEFENSE RATING: The Mongol Defensive Rating of each Map Area is noted in the Map Area. If a Map Area does not have a Mongol Defense Rating, that Map Area may not be attacked by the Mongols. DESIGN AND HISTORICAL NOTE: The Mongols had no naval capabilities, and it is our opinion that the heavily forested areas of Central Europe would have been a considerable barrier to Mongol expansion. We have rated 1C, 2C and 3C accordingly. Map Area with an A or B are Mongol proof KNIGHTS OF CHRIST CARD: A Knights of Christ Card provides a plus two (+2) die roll modifier to the defending Map Area. (see 9.3)

12 KNIGHTS OF CHRIST PROVINCES: Any number of Knights of Christ Provinces provide a single plus one (+1) die roll modifier to the defending Map Area. (see 9.3) ATTACK RESULTS: Compare the total die rolls for the Map Area and the Mongols: If the total die roll for the Mongols is equal to or greater than the total die roll for the Map Area, the Map Area is destroyed (see 7.3). If the total die roll for the Mongols is less than the total die roll for the Map Area, the Map Area survives. 7.3 Map Area Destruction If the Mongols win their attack against a Map Area, the Map Area is destroyed. Cover it with a Mongol Tile; it is no longer in play. All Power Cards that have all of their Provinces (uncovered or covered) under Mongol Tiles are set aside and are no longer in play. EXAMPLE: A Mongol victory on 2F would remove that area from play. However, all three Powers with a presence on that card The Bulgars, Polovtsy, and Georgia, have Provinces remaining in play, so their Power Cards would not be removed. Important: Once a Map Area is destroyed and is covered by a Mongol panel, no Map Area that would be uncovered east of that area may be uncovered; that Map Area is also out of play. EXAMPLE: If 1F has not yet been uncovered, and 1E is destroyed, 1F is also out of the game. No player gets any credit of any sort for Mongol destruction. PLAY NOTE: The three F Map Areas act as buffers to the Mongols. Players thinking about drawing a Map Card during their turn should take this into consideration. 7.4 Length of Game Mongols determine the length of the game as described in POPE CARDS 8.1 Pope Cards in General There are 12 Action Cards in Medieval that say Pope. A player holds Pope Cards in their hand and plays them during their Action Phase. A player may play as many Pope Cards in a turn as they have and wish, unless the player drew a Map Card in Phase A of this Player Turn. If a player drew a Map Card this Player Turn, they may not play any Pope Cards EFFECTS: The play of a Pope Card allows the player to do one (1) of the following: Call for a Crusade once per turn (see 8.2). Excommunicate any one Catholic Power (see 8.3). Remove Excommunication, at a cost of 3 Florins (see 8.3). Important: Playing a Pope Card causes Knights of Christ Provinces to generate income for the player that owns them (see 9.2). 8.2 The Call To Crusade HISTORICAL NOTE: The period covered by the game saw lots of Crusades, not all truly religious in basis. These included the Spanish Reconquista, all sorts of Crusades in the Baltic (mostly of a Teutonic expansion mind set), the Albigensian Crusade (southern France), Italy (mostly in southern Italy, mostly political), Byzantium, Egypt, Tunisia, and several other minor events. Crusading was a fairly popular

13 pastime. Our game version is far too generic and abstract to represent the complexities of this fascinating era CRUSADE DECLARATION: Once per turn, a player may declare a Crusade by playing a Pope Card. In the game these are abstracted so there is no specific target, though there were historically. Each player who controls at least one Province of a Catholic Power must pay the player who played the Pope Card 1 Florin (in a 4 or 5 player game), or 2 Florins (in a 3 player game) when a Crusade is declared. If they cannot pay; they cannot send a Power on Crusade and, in addition, the player who played the Pope Card may immediately Excommunicate any one Catholic Power of that player CRUSADE FORMATION: Each player who paid the Pope Card player and the Pope Card player, may now commit one (1) of their controlled Catholic Powers to the Crusade. The choice of which, if any, Catholic Power to commit to the Crusade begins at the player on the left of the Pope Card player and proceeds clockwise, with the Pope Card player committing last. The Pope Card player may not commit a Power that has Attacked this Player Turn. A Power with a Civil War or Disaster marker may not be committed to a Crusade. An Excommunicated Power that is committed to a Crusade has the Excommunication immediately removed. Knights of Christ (see 9.0) may be included in one of two ways: Any Knights of Christ Province may be treated by the owning player as a Catholic Power (see above) with an Army Strength of two (+2) and sent on the Crusade. A player may play a Knights of Christ card in support of their Committed Power (see 9.1). This increases the Army Strength of the Committed Power by two (+2) CRUSADE RESOLUTION: The total of the committed Powers Army Strength (with Ruler and possible Knights of Christ adjustments) is the Strength for this Crusade. Committed Powers must use their Ruler Rating (Good, Normal, or Bad), which adjusts its Army Strength by the rating (+1, 0, or 1). To determine the success of the Crusade, the Pope Card player rolls two dice (2d6) and adds them together. Compare the Strength of the Crusader to the dice total. If the Crusaders total is greater than that rolled on the dice, the Crusade has succeeded and each player who committed a Power receives Florins equal to the difference between the Strength of the Crusade and the dice total from the bank. If the Crusaders total is the equal to or less than that rolled on the dice, the Crusade has failed and there is no further effect. EXAMPLE OF A CRUSADE: Ginger declares a Crusade. Fred, Cary, and Sophia each control at least one Catholic Power. They each give Ginger 1 Florin. Ginger commits an Excommunicated France (Army Strength +2, with a Good Ruler, +1) and removes the Excommunication marker; Fred commits Spain (Army Strength +2, with a Good Ruler, +1); Cary commits Hungary (Army Strength +1, with a Bad Ruler, 1); Sophia commits Sweden (Army Strength 0, with a Normal Ruler, +0). The Strength of the Crusade is 6. Ginger played the Pope Card so she rolls two dice, getting a 6 (a 4 and a 2 ). The dice roll is equal to the Strength of the Crusade, so no one gets any more Florins. The Crusade is over. Had the dice total been 4, each player would have received 2 Florins from the bank. Once the Crusade is resolved, the player whose turn it is may continue their Player Turn. The Crusade is not considered an Attack for purposes of the Action (Phase D). However, a Power that has gone on Crusade that Player Turn may not be used to Attack. Using the above example, Ginger could not use France to Attack that Player Turn, since France was committed to a Crusade.

14 8.3 Excommunication A player may use a Pope Card to Excommunicate any Catholic Power. No reason is needed. In addition, if a player cannot go on Crusade because they cannot pay, the player playing the Pope card may immediately Excommunicate any one Catholic Power of that player (see 8.2). When Excommunicated, place an Excommunicated Marker atop that Power s Card EFFECTS: An Excommunicated Power may not trace passage for an Attack through any Province of any other Catholic Power even one the player controls! This does not apply to Naval Areas, and they may always trace passage into (as opposed to through ). Excommunicated Powers may be the target of a Civil War Card in a later Player Turn (see 10.3) REMOVAL: Excommunication, and the marker, may be removed by the affected Power/player by: Going on Crusade, when that opportunity is available. If an Excommunicated Power joins a Crusade, it is immediately no longer Excommunicated. Playing a Pope Card and paying 3 Florins to remove the Excommunication from any one Catholic Power of your choice (including one of your own). At the instant a player s Power is declared Excommunicate, the Player may immediately strike a deal with the player playing the Pope card for whatever terms they agree upon that are not strictly forbidden to cancel the Excommunication. Once the Pope s turn is over, that opportunity has passed. 9. KNIGHTS OF CHRIST 9.1 Uses of Knights of Christ Action Cards The Knights of Christ Cards represent the Military Orders of the era, such as the Templars, the Hospitallers, and the Teutonic Knights AS SUPPORT: A player may play one or more Knights of Christ Cards as Support during a Crusade or when attacked. To support it may be played to aid a Catholic Power that is being: committed to a Crusade to add to the Power s Army Strength; attacked by a Pagan or Islamic Power. The Knights of Christ Army Strength is added to the Power s Army Strength for that Attack AS A POWER: A player may play one or more Knights of Christ Cards to Attack a Province or be committed to a Crusade. It may be played to: Attack any one Pagan Province on map. The Pagan Provinces are those of the following Powers: Prussia, Latvia, Livonia, the Bulgars, Polovtsy, and The Cumans. Attack any one Province from the Kingdom of Jerusalem, Cyprus, Rhodes, or Malta. Be committed to a Crusade as a Power, as per 8.2. A Knights of Christ Attack cannot target a Province already controlled by the Knights of Christ, under any circumstances. When played to Attack, no passage for the Attack is traced. The Knights simply Attack the targeted Province. When attacking solely with Knights of Christ, there is no 1 Florin cost to Attack. This counts as one of the player s Attacks for their player turn.

15 If the Knights win, the player gains control of that Province. Place a Knights of Christ Control Marker in that Province, along with the player s own color control marker. This can change control of the Power Card as well MILITIA: Milita may never be purchased to support a Knights of Christ Attack or if a Knights of Christ Province is Attacked. 9.2 Knights of Christ Provinces A Knights of Christ controlled Province is a separate Catholic mini Power, and no longer part of the Power it originally belonged to if the Power has more than one Province. If the controlled Province is Livonia, Lithuania, Prussia, or The Cumans the player also gains control of the Power if it is in play. It may only defend; it may never attack. It is eligible to be committed to a Crusade, whether it is Province or a Power. A Knights of Christ Province is considered Catholic for all game purposes unless and until it is conquered again, in which case it reverts to its normal status INCOME: The owning player gets the Province s Florins whenever a Pope Card is played, regardless who plays it! It does not provide Income if a player collects Income in the Collect Income Phase (Phase C) ARMY STRENGTH: A Knights of Christ Province or Power has a +2 Army Strength when defending against an Attack or committed to a Crusade POWER CONTROL: The Knights of Christ Province is controlled by the player when checking for Power control in RULERS: Knights of Christ Provinces and Powers always have Ruler Rating of zero (0) which is never subject to change ACTION CARDS: Knights of Christ Powers are not subject to Disaster, Change of Ruler, or Civil War. Knights of Christ Provinces are not subject to Heresy POWERS TABLE ROLLS: If a roll on the Powers Table indicates a Knights of Christ Power, shift up to the next Power until a valid result is obtained. 9.3 Knights of Christ and the Mongols Knights of Christ Cards and Provinces aid in defense against the Mongols: PLAYED AS DEFENSE: If any Power on the target map card is Catholic, and the player controlling that Power has a Knights of Christ Card, they may play that card which provides a plus two (+2) die roll modifier to the defending Map Area ON ATTACKED MAP AREA: If there is a Knights of Christ controlled Province on a Mongol attacked Map Card, increase the Mongol Defense Rating of the Map Area by one (+1), regardless of the number of Knights of Christ Provinces on that card. EXAMPLE: The Mongols attack Map Area 1E which has a Knights of Christ Province (Polovtsy). The Mongol s Attack Strength is 5 and the Map Area Defense Rating is 3+1=4. The Mongols roll a 3 (+5 = 8) and a 4 is rolled for the Map Area (+4 = 8). The Mongols win and the Map Area is destroyed. 10. ADDITIONAL ACTION CARDS 10.1 Spies Play of a Spies Card allows a player to do one of the following:

16 Look at the card hand of any one player, without revealing them to the other players. Look at the next Map Card eligible to be drawn, without revealing it to the other players. This is done just before the decision to draw a Map Card in Phase A of the Player Turn. Look at the next two Action cards available for draw, without revealing them to the other players, and return them to the draw pile in the same order. Force a player to choose the amount they will spend on Militia during an Attack openly (see 11.1). The player who played the Spies Card then determines how much they will spend on Militia. This does not apply to Naval interception Assassin An Assassin Card has two uses CANCEL A SPIES CARD: A player may play an Assassin Card at any time, including during another player s turn, to negate the latter s use of a Spies Card (see 10.1). Such play costs nothing and negates the effect of the Spies Card ATTEMPT TO KILL A RULER: A player may play an Assassin Card in their Action Phase (Phase D) to attempt to force a Ruler Change for any Power with a Ruler. Even one of their own! To attempt a Ruler Assassination, roll one die (1d6): If the die roll is a 5 6, the assassin has succeeded and that Ruler is dead. The Player must roll for a Ruler Change (see 5.4.2) for that Power. If the die roll is a 1 4, the assassin has failed in his attempt and there is no effect Civil War A Player may play a Civil War Card against any Power that started the player s turn either Excommunicated or with a Disaster Marker. Place a Civil War Marker on that Power s Card. PLAY NOTE: The Started the player s turn means you cannot play a Disaster Card, followed by a Civil War Card against the same Power in the same Player Turn EFFECTS: A Power with Civil War may: not Attack any other Province. not conduct Naval Interception. not Collect Income. not be committed to a Crusade REMOVAL: To remove a Civil War Marker the Power must Attack itself. This is considered an Attack for purposes of the Action Phase (Phase D). The Civil War marker is the defender; it has an Army Strength of +0 and a Ruler Rating of +0. The Power is the attacker, and attacks using the standard Attack rules, as if it were attacking a non controlled Province (see 11.6). If the Power wins, remove the Civil War Marker. If the Power loses (or ties), the Civil War remains in effect, but the Power undergoes a Ruler Change (see 6.4.2). Either way, that Power may not Attack again that turn. If control of a Power with a Civil War marker changes to another player, the Civil War marker remains until it is removed, as above Jihad A player may use this card during an Attack by an Islamic Power, against a Catholic or Eastern Orthodox Power/Province. It reduces the cost of adding Militia (see 11.2) to the Attacker s Army Strength never

17 to a Defender s from 3 Florins per die roll modifier, to 2 Florins per die roll modifier. Each Jihad card may only be used for one attack Heresy When this card is played, Heresy may have risen its head. The player targets a Catholic Province that is controlled by a Catholic Power and rolls one die (1d6): If the die roll is greater than the Province s Income value, that Province has Heresy. The player places a Heresy Marker in the Province. If the die roll is the equal to or less than the Province s Income value, there is no effect EFFECTS: Provinces with Heresy provide No Income. This is true either when collecting Income in Phase C or, if a Knights of Christ Province, when a Pope Card is played REMOVAL: Heresy may be removed by the player controlling that Province declaring an Attack on the Heretics (Heresy Marker) as one of that players allowed Attacks (see 4.1 Phase D) in their Player Turn. The declaration of such an Attack automatically removes the Heresy without any die rolling Deus Ex Machina This card may be played at any time during the game, in response to a card being played. It cancels the play of any card (including the Mandatory Cards Change of Ruler and Disaster), other than the ones listed below, if played before that card s action is resolved. Cards it does not affect: Pope Card Mongol Card Knights of Christ Card Power Card Map Card 10.7 Disaster When a Disaster Card is played, that player consults the Powers Table and rolls two dice (d66) to determine the Power which Disaster has struck, see for details. If the Powers Table procedure ends on a Power that already has a Disaster Marker, continue moving one row up until another playercontrolled Power, which is not a Knight of Christ Power and does not have a Disaster Marker, is selected. Place a Disaster Marker on top of the Power Card EFFECTS: Disaster has the following effects: The player controlling the Power loses one die (1d6) worth of Florins. If the die roll is greater than the amount of Florins they have left, they pay all of their remaining Florins and the Power goes into Civil War! The Power is now susceptible to Civil War (see 10.3) REMOVAL: Remove all Disaster Markers on Powers controlled by a player when they collect Income in Phase C (see 5.4). DESIGN NOTE: The generic term Disaster covers a myriad of real world problems such as: Drought, Famine, Plague, and peasant revolts. These were plentiful in this period Change of Ruler Whenever a Change of Ruler Card is played, roll two dice (d66), and consult the Powers Table, see 1.6.1, to see which Power has a Ruler Change. Once the Power has been determined, that Power s controlling player rolls one die (1d6), consulting the Leader Table, to see what Ruler Rating of the new ruler of that

18 Power is now. If the new Ruler Rating is different from the one printed on the Power Card, place an appropriate Ruler Marker covering the Ruler Rating of that Power Card. EXAMPLE: A player plays a Change of Ruler Card. They roll a 56 on the Powers Table, which means France, who at the time has a Good Ruler. France gets a new Ruler. The player now rolls a 4, which means France now has a Normal Ruler. 11. ATTACK Attack is an action undertaken during a Player s Turn. The object is to gain control of a Province, remove a Civil War, or end Heresy. There are no combat pieces and there is no actual movement. A Power can only conduct one Attack per Player Turn; a Power that was committed to a Crusade this Player Turn may not Attack during this Player Turn How to conduct an Attack 1) Declare an Attack by one of your Powers against a single target Province. 2) Pay 1 Florin to the bank to conduct the Attack. 3) Trace a route (see 11.2) from one of the attacking Power s Provinces to the target Province. If the route goes through one or more Naval Areas it can be intercepted (see 11.3). If another player s Power with a Navy Strength has a Province bordering that Naval Area, follow the steps below: a. The attacking player secretly allocates any Florins to purchase Naval interception die roll modifiers (see ). This die roll modifier will be in effect for all Naval interceptions of this Attack. b. One Power, of another player, that borders the initial Naval Area may intercept by paying 1 Florin to the bank (see ). If no interceptions occur in the current Naval Area, the Attack continues to the next Naval Area towards the landing Province unless it has reached the landing Province. c. The intercepting player secretly allocates any Florins to purchase Naval interception die roll modifiers (see ). This die roll modifier will be in effect for only the current Naval interception. d. The Naval interception is resolved (see ). i) If the attacking Power loses the interception, the Attack does not reach the landing Province and has failed. ii) If the attacking Power wins the interception, the Attack continues to the next Naval Area towards the landing Province unless it has reached the landing Province. Repeat steps 3b and 3c until the landing Province is reached. 4) First the attacker, then the defender may play a Spies Card to force their opponent to spend Florins purchasing Militia openly. 5) If the defender is a Catholic Power attacked by a Pagan or Islamic Power, then the defender may play a Knights of Christ card to aid in defense. 6) The attacker and defender secretly (openly if they were the target of a Spies Card) spend Florins to purchase Militia. a. Defending uncontrolled Provinces can never purchase Militia. b. Attacking and defending Knights of Christ Provinces and Powers can never purchase Militia. 7) All die roll modifiers are calculated for each side. a. Powers, and defending Knights of Christ Provinces, add their Army Strength and Ruler Rating.

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